Meaning at minimum, you need to roster at least 6 non-linemen guys. 2 trolls and 2 pump wagons bring you up to 4; leaving the coach two shy, which he must select from the fun-hoppas, stilty runnas and/or fungus flingas. That of course would only bring you to 12 players, which seems a bit light for a vulnerable strength one stunty team. 14 or 15 seems like a better mark to aim for, leaving some room for Star Players.
That's kind of my point, with the added note that my league rarely ever sees star players used as star players (even by the resident stunty teams).
Taking it a step further, in matched and tournament play you don't get access to inducements, so it's pointless to be trying to save space for star players under those circumstances unless you're willing to sacrifice team funds to hire them directly as part of the roster.
I can't really imagine leaving the Fungas Flingas out of the lineup because they seem pretty cool (and fun). They bring a unique dynamic to the team and alongside of thrown players really give the team some long ranged attacking potential.
Likewise, the Stilty Runnas look to be pretty useful. Their two bonuses of +1 movement and sprint work synergistically togetherr. And if you are able to get sure feet on them, they are a potential movement 9 scoring threat. Probably the best scorers on the team (Star Players aside).
The Fun-Hoppa is where I am a bit skeptical. The extra pip of movement is nice, but I'm not really sold on the Pogo skill. I can't imagine that there would be many opportunities where it would shine, especially on a team with linemen that can dodge in and out of any tackle zones on a 2+ with a re-roll (prehensile tail not withstanding). Seems highly situational at best.
I've already gone on enough times about my distaste for the use of star players in league play (especially when it comes to earning SPP), so I won't continue beating that dead horse.
Your mileage may vary when it comes to the Fun-hoppa, but the
Pogo trait being a supercharged version of the
Leap skill can help you sidestep performing multiple dodge attempts (even if you're functionally dodging on a 2+), especially if what you need to get around is a wall or cage of physical players. The only downside to the Fun-Hoppas is that they can't take
On the Ball or
Nerves of Steel, but otherwise they can serve as catchers for clutch plays.
But it's much more than 50k across six players, it's 140k. The Snotling Linemen count as 0 when working out relative team values because of their low cost linemen special rule. So the six players replaced by linemen nets you a savings of 30k+30k+20k+20k+20k+20k=140k.
140k can already get you some decent Star Players, but when added to what ever team value advantage the Snotlings are likely to already have, it really opens up the very best Star Players in the game and perhaps even two Star Players.
I can't imagine forgoing all the Snotling positionals, but I am wondering where the optimum point is. How many are worth taking and which ones are best left out (if any)?
Sure, but the expenditure to get to that extreme point is 90k, not including sacking the better players you started the season with to replace with chaff you'll end up firing anyway come redraft. And while we're on that subject, the 20k it costs for a single Stilty Runna or Fun-Hoppa is still better for your team value than trying to advance a snotling lineman for the same stats and skill equivalents. If anything, the Fungus-Flinga is the least efficient in that regard on account of only getting one beneficial trait that is probably overcosted (
Bombardier), a slight discount due to
Secret Weapon, and access to Passing skills.
That is, unless you just want to sack everyone and start over every season just to game the system. In my experience however, that's not fun to play with or against, no matter how many inducements you can milk the system for by doing so, and you don't get to carry money over into the next season past the redraft.